Maya does have an "edit poly" type workflow, but its not very obvious and awkward to set up maya creates "polyTweak" nodes each time you edit your mesh, say you extrude a face, move the some vertices, then extrude another face.. your history will look like this: polyExtrudeFace1 polyTweak1 polyExtrudeFace2 if you then…
Hey Roxanne - maybe try to be more conscious about the direction of grain in your wood. In your reference, the sides of the radio have the grain following the curvature of the radio shape. The front face of the radio has the grains of wood moving vertically. I think the grain directions in the reference are very nice…
You totally can and should remove edges that don't contribute to the shape of a model. However you need to be careful about how you do this. Edges need to be "tied off" at corner vertices and not left partially terminated on an adjoining edge. The way you have it now results in what are called n-gons, polygons which are…
The lightmap is not the problem. You will get the same problem in Maya if you try to tile the mesh. The problem is that the vertices from one mesh are cot connecting with the vertices from another mesh next to it, thus not smoothing the two meshes together. You don't have this problem with flat meshes like walls, because…
Hello. A few suggestions: 1) Make the About screen (the list of hotkeys) have a vertical scrollbar and be resizable at least vertically. My monitor is 1080p and some of the hotkeys are below the visible area (the window is larger than the screen). 2) Enable combining more than one image in the same "application instance",…
yea decreasing the sampling makes the seam just a pixel thin, but its not the solution.. the thing is i export these from max to a game i am working on and the only data i am exporting are the vertices and uv coordinates.. and i still see the same bug in my game.. if i snap the uvs one pixel ahead it works fine.. but if i…
Glib: This could have to do with Unreal's unit granularity. I recall that on export verts are effectively snapped to a grid, albeit a fairly fine grid.. I think it was on the order of 100ths or 1000ths of a UU, but those are often larger than the finest granularity of a 3d app where vertices are expressed with a 32-64 bit…
There isn't an auto weld function in Maya by default. You get use to it. I usually just snap all of the verts where I need them to be then highlight the whole damn model and merge everything lol. If you didn't know, "C" + MMB snaps vertices to edges/vertices. I've been modeling in Maya for 6-7 years and I use to use Max. I…
Basically, Press the Shift and ALT button at same time - In Perspetive View Select 2 Vertices on the Same Path - Goto Vertex - Divide Edge. You can use the CapLock button to rotate view in Perspective View. As long as the Shift and ALT button pressed down you can select multiple vertices in Perspective View, or multiple…
Hi im new to this and this is the first time i am rigging something. and so far the only bones that work are the barrel and the whole weapon bone. i had already made sure prior to this to separate every item that i will be moving to the vertices thingy and named it right. (im sorry if i named the gun parts wrong) Please…